I thought this looked like fun so we playtested it on a 24 person server on Saturday. here are some of the comments:

Pros

-Cool fans
-Sniper friendly, if you're a good sniper
Cons

-No ending - the blu cart was pushed over and 5 minutes were left on the clock. It didn't allow blu to win.
-Sniper friendly
Comments : Don't like sniper friendly maps, as I can't snipe a good sniper

Pros:
-The jump pads were a cool idea...
Cons:
-That were poorly implemented. They were only in the first part of the map
-Tons of clutter on the ground. I felt like I was constantly running into things.
-No ending?

Also, what were the error signs? We couldn't figure out if those were on purpose - one person mentioned that they were like sticky bombs, but i still have no idea what they meant.

Good idea for a creative map.

taraph75
TF2Newbs.com. To see if your map has been rated (payload/plr only): wwww.tf2newbs.com/maprate/index.php?sort=name

There is still much stuff to improve but I think it worth to release another beta since the map has been improved a lot already.
Most changes are around the 1st area and the 3rd CP.
for example:
-clipped of sniping spots and deleted a bouncepad at the 1st area
-added some kind of rocks around the tunnel entrence
-BLU spawn#1 has been improved and sewer area is bigger now.
-added an additional spawn for red around CP3 after BLU captured CP1
-way to the backyard behind CP2 is not that long now.
-there is only one way to the roof @ CP3 (@ the backyard)
-only one way to the sniperwindows covering the alley (through the carage)
-tunnels behind cp3 are a little larger around the track and more simple now
-fixed a rare error that made blu imposible to capture the last cp (looks messed up now but at least it works)